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FS19 Map Building

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Created27.11.2018 00:32


Tony Price (brownthumb) 27.11.2018 00:32
Hi, am working on a mod map that i started from scratch, one that i pulled from main game using editor,
deleted every thing but the needed things, am having a few problems, have taken a few things from the US map
with editor and installed to my new map but some will not show in game play mode, also i deleted all fields yet i get
this 2018-11-26 18:03 Error: Farmland-Id 2 not defined in farmland xml file!, for each field that was in map,
where and how do i get rid of fields?

Bilbo Beutlin (BBeutlin) 27.11.2018 03:54
read here
https://gdn.giants-software.com/thread.php?categoryId=4&threadId=6466

Tony Price (brownthumb) 27.11.2018 16:37
Hi, How can i fix?
2018-11-27 10:07 Warning: Farmland-Ids not set for all pixel in farmland-infoLayer!
2018-11-27 10:07 Error: loadVehicle can only load existing store items,
also vehicle sale and customize trigger at shop will not work.


Rylan Givens (rylan) 27.11.2018 18:10
The farmland ids are those that are listed in the farmlands.xml, so you just have to match that to the errors..

Not sure about the last one..

Bilbo Beutlin (BBeutlin) 27.11.2018 18:58
To the "Error: loadVehicle ..."
The GE generates with "New Mod from Game" beneath other the files "defaultItems.xml" and "defaultVehicles.xml". These contain file pathes with filename="$data/..". Replace all these with filename="data/.." and it should work.
There's somewhere a bug in the $data evaluation.

Tony Price (brownthumb) 30.11.2018 11:31
How to set player owned land?

Bilbo Beutlin (BBeutlin) 30.11.2018 12:14
In the file "mapXX_farmlands.xml".
Where id=".." represents the decimal value of the bitmask in GE info channel (bit 0 is the right one in binary).
If you set defaultFarmProperty="true" this is associated to the player in game level "easy" (only).
Most probably you can use farmId="1" like in savegame "farmland.xml". Keep in mind you have more farmId's in multiplayer mode.

Tony Price (brownthumb) 30.11.2018 15:01
When setting up animal husbandrys in defaultItems how does one word it so that the triggers work?

Bilbo Beutlin (BBeutlin) 30.11.2018 15:47
Never tried. But I'm quite sure, it works like in the savegame "items.xml". Take this as template.

Place a husbandry within GE in the TG "placeholders". Give it a unique name "name". Note position, rotation for the xml entry.

In "defaultItems.xml" you can use
<item ... defaultFarmProperty="true" farmId="1" /> then the item appears on game level "easy" (only)
- or - (what I didn't try yet)
<item mapBoundId="name" ... farmId="1" /> should then appear in all cases

What I assume: the item works only, if you also own the land on which it is placed. Try out.


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